/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "MapInstanced.h"
#include "ObjectMgr.h"
#include "MapManager.h"
#include "Battleground.h"
#include "VMapFactory.h"
#include "InstanceSaveMgr.h"
#include "World.h"
#include "Group.h"

MapInstanced::MapInstanced(uint32 id, time_t expiry) :
		Map(id, expiry, 0, DUNGEON_DIFFICULTY_NORMAL) {
	// initialize instanced maps list
	m_InstancedMaps.clear();
	// fill with zero
	memset(&GridMapReference, 0,
			MAX_NUMBER_OF_GRIDS * MAX_NUMBER_OF_GRIDS * sizeof(uint16));
}

void MapInstanced::InitVisibilityDistance() {
	if (m_InstancedMaps.empty())
		return;
	//initialize visibility distances for all instance copies
	for (InstancedMaps::iterator i = m_InstancedMaps.begin();
			i != m_InstancedMaps.end(); ++i) {
		(*i).second->InitVisibilityDistance();
	}
}

void MapInstanced::Update(const uint32& t) {
	// take care of loaded GridMaps (when unused, unload it!)
	Map::Update(t);

	// update the instanced maps
	InstancedMaps::iterator i = m_InstancedMaps.begin();

	while (i != m_InstancedMaps.end()) {
		if (i->second->CanUnload(t)) {
			if (!DestroyInstance(i)) // iterator incremented
					{
				//m_unloadTimer
			}
		} else {
			// update only here, because it may schedule some bad things before delete
			i->second->Update(t);
			++i;
		}
	}
}

void MapInstanced::DelayedUpdate(const uint32 diff) {
	for (InstancedMaps::iterator i = m_InstancedMaps.begin();
			i != m_InstancedMaps.end(); ++i)
		i->second->DelayedUpdate(diff);

	Map::DelayedUpdate(diff); // this may be removed
}

/*
 void MapInstanced::RelocationNotify()
 {
 for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
 i->second->RelocationNotify();
 }
 */

void MapInstanced::UnloadAll() {
	// Unload instanced maps
	for (InstancedMaps::iterator i = m_InstancedMaps.begin();
			i != m_InstancedMaps.end(); ++i)
		i->second->UnloadAll();

	// Delete the maps only after everything is unloaded to prevent crashes
	for (InstancedMaps::iterator i = m_InstancedMaps.begin();
			i != m_InstancedMaps.end(); ++i)
		delete i->second;

	m_InstancedMaps.clear();

	// Unload own grids (just dummy(placeholder) grids, neccesary to unload GridMaps!)
	Map::UnloadAll();
}

/*
 - return the right instance for the object, based on its InstanceId
 - create the instance if it's not created already
 - the player is not actually added to the instance (only in InstanceMap::Add)
 */
Map* MapInstanced::CreateInstance(const uint32 mapId, Player * player) {
	if (GetId() != mapId || !player)
		return NULL;

	Map* map = NULL;
	uint32 NewInstanceId = 0; // instanceId of the resulting map

	if (IsBattlegroundOrArena()) {
		// instantiate or find existing bg map for player
		// the instance id is set in battlegroundid
		NewInstanceId = player->GetBattlegroundId();
		if (!NewInstanceId)
			return NULL;
		map = _FindMap(NewInstanceId);
		if (!map)
            if (Battleground* NewBattleground = player->GetBattleground())
			    map = CreateBattleground(NewInstanceId, NewBattleground);
	} else {
		InstancePlayerBind *pBind = player->GetBoundInstance(GetId(),
				player->GetDifficulty(IsRaid()));
		InstanceSave *pSave = pBind ? pBind->save : NULL;

		// the player's permanent player bind is taken into consideration first
		// then the player's group bind and finally the solo bind.
		if (!pBind || !pBind->perm) {
			InstanceGroupBind *groupBind = NULL;
			Group *group = player->GetGroup();
			// use the player's difficulty setting (it may not be the same as the group's)
			if (group) {
				groupBind = group->GetBoundInstance(this);
				if (groupBind)
					pSave = groupBind->save;
			}
		}
		if (pSave) {
			// solo/perm/group
			NewInstanceId = pSave->GetInstanceId();
			map = _FindMap(NewInstanceId);
			// it is possible that the save exists but the map doesn't
			if (!map)
				map = CreateInstance(NewInstanceId, pSave,
						pSave->GetDifficulty());
		} else {
			// if no instanceId via group members or instance saves is found
			// the instance will be created for the first time
			NewInstanceId = sMapMgr->GenerateInstanceId();

			Difficulty diff =
					player->GetGroup() ?
							player->GetGroup()->GetDifficulty(IsRaid()) :
							player->GetDifficulty(IsRaid());
			map = CreateInstance(NewInstanceId, NULL, diff);
		}
	}

	return map;
}

InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save,
		Difficulty difficulty) {
	// load/create a map
	ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);

	// make sure we have a valid map id
	const MapEntry* entry = sMapStore.LookupEntry(GetId());
	if (!entry) {
		sLog->outError("CreateInstance: no entry for map %d", GetId());
		ASSERT(false);
	}
	const InstanceTemplate * iTemplate = sObjectMgr->GetInstanceTemplate(
			GetId());
	if (!iTemplate) {
		sLog->outError("CreateInstance: no instance template for map %d",
				GetId());
		ASSERT(false);
	}

	// some instances only have one difficulty
	GetDownscaledMapDifficultyData(GetId(), difficulty);

	sLog->outDebug(
			LOG_FILTER_MAPS,
			"MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s",
			save ? "" : "new ", InstanceId, GetId(),
			difficulty ? "heroic" : "normal");

	InstanceMap *map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId,
			difficulty, this);
	ASSERT(map->IsDungeon());

	bool load_data = save != NULL;
	map->CreateInstanceData(load_data);

	m_InstancedMaps[InstanceId] = map;
	return map;
}

BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId,
		Battleground* bg) {
	// load/create a map
	ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);

	sLog->outDebug(LOG_FILTER_MAPS,
			"MapInstanced::CreateBattleground: map bg %d for %d created.",
			InstanceId, GetId());

	PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(
			bg->GetMapId(), bg->GetMinLevel());

	uint8 spawnMode;

	if (bracketEntry)
		spawnMode = bracketEntry->difficulty;
	else
		spawnMode = REGULAR_DIFFICULTY;

	BattlegroundMap *map = new BattlegroundMap(GetId(), GetGridExpiry(),
			InstanceId, this, spawnMode);
	ASSERT(map->IsBattlegroundOrArena());
	map->SetBG(bg);
	bg->SetBgMap(map);

	m_InstancedMaps[InstanceId] = map;
	return map;
}

// increments the iterator after erase
bool MapInstanced::DestroyInstance(InstancedMaps::iterator &itr) {
	itr->second->RemoveAllPlayers();
	if (itr->second->HavePlayers()) {
		++itr;
		return false;
	}

	itr->second->UnloadAll();
	// should only unload VMaps if this is the last instance and grid unloading is enabled
	if (m_InstancedMaps.size() <= 1
			&& sWorld->getBoolConfig(CONFIG_GRID_UNLOAD)) {
		VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(
				itr->second->GetId());
		// in that case, unload grids of the base map, too
		// so in the next map creation, (EnsureGridCreated actually) VMaps will be reloaded
		Map::UnloadAll();
	}

	// Free up the instance id and allow it to be reused for bgs and arenas (other instances are handled in the InstanceSaveMgr)
	if (itr->second->IsBattlegroundOrArena())
		sMapMgr->FreeInstanceId(itr->second->GetInstanceId());

	// erase map
	delete itr->second;
	m_InstancedMaps.erase(itr++);

	return true;
}

bool MapInstanced::CanEnter(Player * /*player*/) {
	//ASSERT(false);
	return true;
}
